How do interplanetary and interceptor missiles work?

Interplanetary Missiles (IPMs) destroy planetary defenses, while Anti-Ballistic/Interceptor Missiles (ABMs) automatically neutralize incoming IPMs. Both missile types share the same missile-silo storage.

What is the IPM range?

IPMs work only inside the same galaxy. Maximum system difference is 5 × Impulse Drive level − 1. Level 1 gives range 4 systems, level 5 gives 24 and level 10 gives 49.

How does interception work?

One ABM intercepts exactly one IPM. The number intercepted is min(IPMs, ABMs). If 20 IPMs are launched at a planet with 7 ABMs, 7 are stopped and 13 reach the defenses. Used ABMs are consumed.

How much damage does an IPM deal?

Base damage is 12,000 per IPM. Attacker Weapons Technology adds 10% per level: IPM damage = 12,000 × (1 + 0.1 × weapons level). Total damage is multiplied by the number of missiles that pass interception.

A defense unit’s durability is based on its metal + crystal cost and defender Armour Technology: HP = (metal + crystal) × (1 + 0.1 × armour level). The current mechanic applies damage from cheaper defense types toward more expensive ones.

Does missile damage create debris?

Yes. Defense destroyed by IPMs creates debris equal to 30% of its metal and crystal cost. ABMs and IPMs themselves are excluded from defense targets.

How does silo capacity work?

The default capacity is 10 slots per Missile Silo level, although a universe administrator can configure another value. One ABM uses 1 slot and one IPM uses 2. A level-4 silo at the default setting has 40 slots: 40 ABMs, 20 IPMs or a mixture such as 10 IPMs plus 20 ABMs.

Additional missile-mission rules

IPMs travel as their own fleet-mission type. They use a normal active fleet slot, may target a planet only and the mission cannot contain any other ship/unit type. Missile speed is fixed at 30,000 and flight deuterium cost is 0. Interplanetary missiles are one-way weapons: after impact they do not return.

ABMs intercept IPMs 1:1. Every missile that passes deals 12,000 × (1 + 0.1 × Weapons Tech) damage. Defense durability is based on (metal + crystal) × (1 + 0.1 × Armor Tech). The settlement sorts defensive targets from cheaper to more expensive units. Destroyed defense contributes 30% of its metal and crystal cost to debris.

The range rule remains 5 × Impulse Drive − 1 systems and requires the target to be in the same galaxy.

FAQ — missiles

Do ABMs have to be launched manually?

No. They are automatically consumed when an incoming missile attack is resolved.

Can IPMs attack another galaxy?

No. The current range rule requires the target to be in the same galaxy.

Related FAQ: How does the shipyard queue and cancellation work? · How do you collect a debris field with recyclers?

Register

Create a free account and use this strategy in your own empire.

Create a free account